#bacon (mod status in pins)

1 messages · Page 6 of 1

keen schooner
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Yeah we use vlist civ faction

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Police uniforms are free that one modder who made police shit but we trying to get sheriffs department shit made

spice elk
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I wonder then if I could make it so players inside that faction can only use semi or safe fire modes in any gun

keen schooner
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But if that's easier i can work with it

spice elk
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the problem is I would have to spend time creating a clone of the rifle to be able to remove the auto (or the burst in case of rifles built on the m16), I'll think about it over the next couple days

nimble sluice
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Blufor//Indfor? I don't know how life servers work on Reforger but that's how it work on A3, setting things up for specific factions

nimble sluice
sonic schooner
#

As for the Fire mode thing
That's easy, pretty much anyone can just override or duplicate the weapon and change the fire modes on it

spice elk
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well, you can remove if the thing you are duplicating is the thing that added the thing, but in my case it isn't

sonic schooner
#

Right Click + Change Class generally tends to work

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I've managed to do all sorts of fucky things in the workbench

Right Click + Set No entry is also a fun one

spice elk
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sounds cool but unfortunately does not help here with the fire modes

sonic schooner
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Slightly scuffed way of doing it but overriding the Base M4 and changing its firemodes around works well

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Mostly just a 5 minute project to show you that You dont have to do a single thing Bacon, modders themselves can do it
If I were to do this proper id just duplicate the Base prefab, make changes to it, and make some variants to mimic yours, adding Civilian somewhere in the name or description of it to distinguish them

spice elk
sonic schooner
spice elk
#

does that mean there are two safes or two semis?

sonic schooner
#

played along to the rules
Couldnt remove Auto, so just changed it
And yes
As I said, a quick solution, a working solution
Not particularly optimal but it certainly works for its intended purposes

spice elk
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right, I was talking about removing auto mode, not hacking around it

sonic schooner
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Technically I did remove it, it cant fire full auto anymore

spice elk
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okay, your point is different from mine, which is fine, but not relevant to what I was talking about

sonic schooner
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Am I good to upload this mod, or is it too budget for your liking?

spice elk
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there is an ND license, if you feel like you are not violating any of its terms then by all means

sonic schooner
#

So that is a no?

timber parcel
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@spice elk
Hello. Are ServerAdminTools planning to put the list of blocked players into a separate config? I'm faced with the problem that I have several servers, and I want all my servers to use a common list of player bans

spice elk
timber parcel
spice elk
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for the next admin tools version I want to add things like specifying ban reason and ban time

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I dont know about keeping ban history but I will revisit this idea later

timber parcel
spice elk
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at this point though it will be a separate mod called admin tools v2 or something like that, because if I ever have time to do it I will definitely not have time to add backward compatibility

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this mod has grown to be more popular than I ever expected so I would like to redo it to be more quality

spice elk
timber parcel
spice elk
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nope

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I would like to see BI provide ban sync functionality before I put more work into it

hushed aspen
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Bacon you ever thought of bringing back your horror mods?

spice elk
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yes

willow parrot
orchid mortar
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Hi together, Hi Bacon, first of All: Awesome stuff you created for us as a big worldwide Arma Community. You are one of the reasons why Reforger speedez up last weeks and get a good push. I just wanna kindly ask why you have for your Loadout Manager Dependencies on M1, Surpressors and so on. I don't wanna criticze, your Mod - your decission. Just asking for using in Scenarios with other Backgrounds: Vietnam, WW2 etc. its a bit "unimmersive" to find a modern M1 🙂 But how said: Just a foolish question and no negative feedback. Thx for everything you did and best for upcoming dos ^^

spice elk
orchid mortar
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Sorry, used the Discord search fnc but found nothin about. Okay, will search later in again. Thx.

spice elk
orchid mortar
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Totally understood, now. Thx alot for explaining again 👍 🫡

spice elk
sacred lagoon
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Bacon, didn't you say you eventually planned to go back and add the other grips to the sbrs when you had time to do the animations? I thought I read that awhile back but can't seem to find it in search

spice elk
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no, not until I can make the fingers not clip into other attachments

sacred lagoon
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Ohhh gotcha. Yeah I do remember you saying that now. That's why I couldn't find it then lol.

Ik you're taking a break from the camos but are you going to do your grips, optics, and suppressors in matching camos eventually?

spice elk
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eventually

plucky copper
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Any way to make the admin tools player list chronological instead of alphabetical?
would make it easier to find people needing banned as well as who to look into if something recently happened on the server while a gm wasn't on.

spice elk
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possibly, until someone does it then your best bet is just search the console.log file for the player

plucky copper
spice elk
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I understand, currently the implementation is very basic, but you can configure the events api to send events to your web server and then you can use it to pipe things like teamkills into a discord channel

I'm hoping to make this more complex when I have time to rewrite the mod

plucky copper
#

Ok, cool. Will let the owner know so he can look into that

spice elk
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if you have a server through me then this Events To Discord functionality is already implemented at the service level

strong pasture
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Was the ability to remove the grip from the 'short' URGIs removed?

spice elk
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yes, being allowed to do it was the bug

strong pasture
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I see. If you dont mind me asking what was the issue with the non grip setup?

spice elk
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fingers clipping into attachments

strong pasture
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fair enough

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I did find a small bug a while back, so it might have been fixed in the current release

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the left flashlight on the short urgi is rotated 90 degrees (it faces up or down, cant quite remember, instead of attaching to the rail)

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and I think it was only in first person, though I'd have to double check that when I get a chance to play reforger agin

kindred cradle
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can two servers read from the same BaconLoadoutEditor_Loadouts folder or should they be separate and synced externally? I guess in theory a client cant be on two servers at the same time however just wanted to double check to be safe

spice elk
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I think it should work fine

kindred cradle
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ok ty

obsidian rock
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although funny thing is that i never noticed that lol

nimble sluice
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He did that on purpose to prevent clipping issues, as stated many times

obsidian rock
#

i know that with the fingers clipping the gun texture wise

spice elk
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added missing skins for ctr stock and ugl

quartz python
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Could u make one with 80s BDU on it

gaunt fog
quartz python
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Plz fix

spice elk
gaunt fog
spice elk
gaunt fog
#

Thank you 🙏

hushed aspen
fast sapphire
#

This has been going on for so Long and all it took was for someone to actually tell you

gaunt fog
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lol I never knew about it until the other day You guys don’t report issues you guys just suggest new things to be added…. Can’t fix what you don’t know is broken.

spice elk
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I've also added primitive linear falloff so you take more damage closer to the center of the fire

kindred cradle
spice elk
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probably not

steady girder
#

When using the zu23 and turning more than 180 degrees your head gets stuck and cant be moved left or right anymore.

spice elk
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wtf, I guess it's a 1.1 feature

glacial cove
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The amounts of convoys I have seen turn flamming torpedos from a small fire was insaine. No idea why I never even considered reporting.

spice elk
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Maybe you kinda liked it

glacial cove
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👁️ 🫦 👁️

nimble sluice
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I too always thought it was intended for some reason lol

plucky copper
nimble sluice
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Spawning a zone of fire and minefields would be pretty neat

plucky copper
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A larger gas zone option too.
to be able to cover a whole town or large area easier/quicker

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I love the gas, especially now that the ai don't shoot through it.
Really pairs well with the desolate everon mod my sever is running

ancient hill
plucky copper
ancient hill
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It’s in my operation overlord mod

spice elk
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still missing some items

sacred lagoon
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Like what? Optics and suppressors?

gentle heron
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I'd guess those 😄

dusty roost
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Are you planning to make a marpat version?

spice elk
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I think I need to figure out how to add separate arsenal items to the loadout editor because the mags alone (12 skins each * 5 bullet loadouts) will add 60 new items to the arsenals, so they would only be available in the loadout editor instead probably, since it groups mags by type

spice elk
steady girder
spice elk
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somehow not a thing in the hummvee though

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ok no clue why free look just blows up here so I will just wait until someone explains it

sacred lagoon
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Bacon, may I suggest on the spray painted versions to have the barrels painted too? The standard m4 looks odd w the black barrel and everything else painted.

spice elk
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what if there's a reason they arent painted thonk

glacial cove
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Budget cuts

spice elk
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flash hider, gas block, barrel, ironsights, buffer tube are not painted because it'd be 5 extra draw calls that are not really necessary

slender totem
silent plaza
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Do they each have an own texture?

spice elk
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Some of them share textures

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but "wasting" a pbr multi on the buffer tube or barrel didn't seem like a good idea

that being said it appears those materials are way more efficient than anticipated and there are negligible performance implications of 50 people running randomized gun parts, or so it seems

urban fjord
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@spice elk
A quick question about the balance team mod.

If I create 3 teams, where the 2 teams are US/USSR with "unlimted" positions.

And then create the 3rd team (FIA) with only 6 players allowed in.

How will the balanced team mode react?

Will it lock itselv around the 6th player (8th) player on all three teams, or will it load all teams up to 6-8 players, and then focus on the US/USSR teams?

spice elk
kindred cradle
spice elk
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it makes sense

kindred cradle
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not sure if the script can do anything about that though, at least for conflict gamemode

spice elk
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technically it should compute the balance every time the teams change but maybe I forgot to do it this way

kindred cradle
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so maybe it is fixable? Hmmge

spice elk
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I'm sure it is

quasi pendant
spice elk
#

bro wasted a ping for this 😭

glass flume
spice elk
sacred lagoon
glass flume
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Didn’t we don’t do it I said ok we generally didn’t with my guys for several reason some listed 👆

spice elk
# sacred lagoon Gotcha. Makes sense.

usually all items that share the same material, like 50 black barrels, will be sent to the graphics card in a batch instead of individually (it's faster)

when you have the camo painted gun parts, and 10 people equip 10 different receivers (one each) then they are 10 separate draw calls, so while I've added a lot of complexity with just the camos existing I'm trying to avoid adding more, but after releasing the camos I've noticed no significant performance loss so I might do it at some point

tidal gorge
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not sure if this is really a place to "suggest" but i do have a idea to make the server admin tool potentially really good, and it would work with the chat message roles, there is a system for gmod called "ULX" and "URS" they basically are the very powerful admin tools for the game, and there is a very nice addon that basically upgrades URS, it's called WUMA
https://steamcommunity.com/sharedfiles/filedetails/?id=1117436840
it would be interesting to have a similar implementation. more so on the restrictions and limits side of the addon.

sturdy sedge
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hey bacon i seem to have someone stuck in perma session timeout , after using the admin menu , never had this before but he is also not in the files of our ban list any ideas how i could fix this ?

pastel maple
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Hi

orchid frost
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Hey bacon just was wondering on your GM effects would you consider making like a XS fire that could be used inside of barrels and stuff like that, would be cool to see but I understand if it’s nothing you’re interested in

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I tried the small fire for it and it’s just too large for the barrels sadly, was trying to make a taliban styled camp I saw on this one movie lol

glass dirge
orchid frost
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I’ll for sure use that thanks

quartz frigate
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Hey Bacon, are you planning to do different barrel lengths paired with different handguards for your URG-1 / Block 2 series?

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thanks for all the amazing stuff youve made!

spice elk
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not really, the only one that changes barrels along with rails is the sbr for now

quartz frigate
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I see, is that in the pipeline to add different barrels for the SBR? I wonder if that impacts muzzle velocity in the game

spice elk
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it does not matter in the game (yet)

void hinge
finite shadow
spice elk
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looks good to me

runic tartan
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Hi bacon! The MORE DAMAGE is great, thanks for your so-useful mods!
I hope BI will wake up and will correct the stopping power and damage.

spice elk
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yeah it's weird how you can tank a 12.7 round from 5 feet away in vanilla

runic tartan
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Unfortunately, such problems can be experienced from the beginning. It feels like they are not even aware of it.

empty swallow
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Does the MORE DAMAGE mod also effect the environment controlled units?

arctic glen
spice elk
empty swallow
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AI units. The "E" in PvE. RHS opposition forces seem to need a "mag dump" before they drop sometimes. Trying to make the bullets 'scary' in both directions.

spice elk
empty swallow
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Alrighty. I'll test it with the M4A1 shortly. Thanks for the feedback.

spice elk
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as per the mod's description, all incoming character damage is higher

also don't use multiplayer as a source for any damage related data because due to some absurd bugs in the game, damage in multiplayer is randomly unreliable

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for example some bugs I know of that are in this game for more than a year:

  1. sometimes server doesnt even see you firing a bullet when you fire one on your screen, due to some animations sync issues
  2. projectiles with explosive warheads sometimes spawn their explosion in random places on the server, even 500 meters away from the place it exploded
  3. rockets explode on your screen but bounce off of the target on the server, so you don't see any damage applied to the target
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honorable mention for hit registration but this is not really a bug, you deal damage to things if you hit them on the server, and the position of your target may not be the same between server and client

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use this professionally created hint as a guide to dealing damage when your ping is higher than 30 and your target is moving

analog fox
orchid frost
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That’s exactly what I was wanting to go for

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Without the rocks that fire effect would be perfect for some cool hobo campfire setups

spice elk
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I can make a hobo barrel tbh, remind me tomorrow

orchid frost
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👌

plucky copper
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What's the word on some older mods like the Barrett and deagle?
Are they still usable without issue even though they've not been updated for a while.
and are there plans for any future updates on them?

spice elk
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I think they work correctly

plucky copper
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Ok. Was wondering about them but I've had a real issue with rdb mismatch error lately so am cautious downloading a bunch of mods to test stuff. So figured I'd ask amd see if you you about any issues with them that you hadn't gotten to while working on your amazing loadout editor and m4s

spice elk
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rdb mismatch has never anything to do with some mods in particular, it's a random download corruption issue

plucky copper
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I wasn't meaning certain mods do it. I just try to not download a lot of mods for testing all the time. Or have to change back and forth between mod versions between servers/testing

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It's been happening a lot to me recently even though I've been specifically not messing around with downloading a bunch of mods. It sucks, lol

spice elk
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xbox is cursed

quartz frigate
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does the M110 DMR have other handguard options?

spice elk
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No. It's not editable currently. Not sure when I'll have time for it.

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Currently I need to redo the attachments and paint the optics. Afterward I might redo the m110, it's one of my more popular weapon mods so I think I'll do it eventually.

plucky copper
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Only started happening so bad after the last game update. Along with fps dropping bad once street lights come on.

spice elk
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forgive my ignorance but IRL can you slap an m4 handguard onto an m110 receiver?

sacred lagoon
spice elk
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thanks

night cliff
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guys it wont let me download the mod for some reason

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@spice elk

orchid frost
waxen meteor
spice elk
orchid frost
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Realistic standpoint It wouldn’t

But for fun it would be cool for it to be a form of killing enemies by it

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Might be worth putting a poll up for lol

spice elk
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I probably dont have time to make it destructible but I'll get it done tomorrow

keen schooner
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Bacon could you possibly make teams password protected

plucky copper
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Hey Bacon, what's the reason for 5 loadouts in the Editor?
Even just 1 or 2 more would be great.

woeful torrent
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TLDR, but would your ND license on your loadout editor mod prevent me from making a mod to remove the assets from the M4 & RIS mods? I'd like to use that mod for my 80s themed server but those assets were not around until the 90s.

kindred cradle
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bacon loadout only shows you whatever is in the arsenal, if you restrict what goes into the arsenal it will solve your problem

woeful torrent
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yes, i just want to make sure thats not breaching the ND license in any way that bacon'd be mad about, I kinda feel like it is technically since it literally means "no derivatives." So I figured Id ask permission. 🤷‍♂️ worth a shot!

kindred cradle
#

you can make your own mod that overrides the entity catalog, you dont have to touch anything bacon related

finite shadow
spice elk
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does anyone feel like the recoil of rifles like the m16/m4 in this game is a bit too high?

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or the first shot specifically

spice elk
glass flume
glass flume
woeful torrent
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ok, thanks for clarification! I dont have that kind of time so I just wont use it for that server.

thorn stump
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With the M4 sbr, are we able to remove the grip?

nimble sluice
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No

wise dew
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Hey bacon I was doing some testing on my server with your m995/5t mags. Does your ammunition have a buff in damage ? I felt like those mags were putting everyone down in a couple shots

zenith cloud
wise dew
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I’m talking about the m995 5.56 rounds.

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From my time in the service I don’t believe theirs any small arms that can penetrate heavy armor.

spice elk
wise dew
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Okay i definitely appreciate the response. I’ll check that link out. Yeah I usually use the RHS ammo and was like they seem similar but I felt like there was a difference in the rounds I’d have to put in a target before going down. But I definitely appreciate the response love your work

spice elk
sturdy sedge
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the side of a btr 70 is only 7 mm , 7mm isnt not a lot of armor , most modern ap rounds will zip through it , even older ww2 rounds and even ww1 7,62 round can go through it

zenith cloud
wise dew
# zenith cloud the BTR is heavy armor?? dawg a cast iron bathtub has better protection than one

No my thing is I’m not particular with the btr armor or how thick it is. When I was active we didn’t study the btr as a heavy weapons we focused more on other nations tanks, ifv and other current vehicles. Thats why I was curious. Like I said I don’t know about the btr that’s why I after you replied I looked some shit up. And I’ve never used m995 in real life we always used m885a1 ball. So that’s why I was trying to figure it out.

zenith cloud
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oh ok my bad

wise dew
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Nah your all good that’s why I was asking

sonic schooner
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BTRs aren't meant to be stay in combat. They're meant to drop troops off and run away

Using it like an IFV by sitting it in the middle of a road and engaging in close quarters engagements with enemy infantry is nothing but a surefire way to lose it

Same thing with other older APCs like the M113, they're Taxis, not Fighting Vehicles

zenith cloud
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yea, i find it kinda interesting that they used BTRs and M113s as IFVs in a lot of conflicts

wicked halo
spice elk
wicked halo
fast rapids
sonic schooner
#

APCs take troops 1/3rd of the way into battle
IFVs are more armored and have better firepower, and drop troops off IN combat, and sticks with them while they're fighting, typically in conjunction with Main Battle Tanks

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The BTR-70 is an Armored Personnel Carrier, not an Infantry fighting Vehicle

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For era appropriate IFVs, see the BMP-2 and M2 Bradley
These are more armored and have heavier guns

spice elk
#

which mod of mine are we talking about again

rugged slate
#

Ngl just woke up, thought this was SpaceStrider

fast rapids
spice elk
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I would venture to say that outside of its intended purpose nothing is stopping you from using the btr as an infantry fighting vehicle, even more so if you dont expect the enemy to have anything that isnt small arms

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I'm pretty sure it is a combat vehicle by design, even if its armor is cardboard

sonic schooner
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It's weapons are designed for rear security and self defense

spice elk
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there is definitely some value to having a rectangular wall with your squad that can protect against small arms and cut enemies into chunks with its higher caliber machine gun

fast rapids
#

It is, the idea that APCs should avoid direct combat is a general rule of thumb but not correct in the case of BTRs.

spice elk
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also, the national defence university of ukraine claims the btr-70 has a smooth ride, so it's pretty great

rugged slate
#

... Can't tell if this is sarcasm

fast rapids
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Here's a textbook example from "The Soviet Army: Operations and Tactics" (1984).
It shows the dismounted attack formation of a Soviet Motor Rifle company (BTR) with an attached tank platoon.
The tanks are leading the formation, up to 100-200m behind them are the Motor Rifle squads, and another 100-200m behind are their BTRs, which actively support the infantry.

spice elk
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damn thats a lot of btrs

rugged slate
#

I can't read Russian map markers, no clue what this means

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Oh wait

rugged slate
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Yes ik I'm dumb

tidal gorge
#

lol

fast rapids
#

The number of horizontal - on an arrow shows what "level" it is, for example none would be squad and = would be company

tidal gorge
#

not to scale btw

rugged slate
#

Also you can fit a whole platoon in 3 BTRs?

fast rapids
#

Yeah, each squad has a BTR and Platoon HQ splits up

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Btw sorry bacon but this is a soviet doctrine thread now

rugged slate
#

He's chill usually

fast rapids
#

Tbh you could probably fit 2 platoons into 3 BTRs if enough people sit on top

rugged slate
#

What about Motorized infantry? What's their doctrine?

fast rapids
#

Most soviet infantry is just motor rifles

rugged slate
#

Is there not light infantry in the Soviet military?

fast rapids
#

Not really

rugged slate
#

What abt VDV?

fast rapids
#

They have BMDs

rugged slate
#

All of them?

fast rapids
#

In theory yes. But in practice they might not always bring them along from the start. For example if you do an air assault, secure an airfield first and only then fly the vehicles in.

rugged slate
#

Right, or in mountain terrain such as Afghanistan

fast rapids
rugged slate
#

Why's Air Assault green?

fast rapids
kindred cradle
#

Do I need to do something specific to make the remove option appear?

spice elk
kindred cradle
#

oh ty

spice elk
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only thing not included is how to setup the magazine submenus but basically it's a magazine with an arsenal component and items in it

kindred cradle
#

btw does it ever crash your workbench?

spice elk
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my workbench crashes randomly regardless of what mod I am working on, so not sure how to answer that question

kindred cradle
#

this error sorry, the image didnt attach

spice elk
#

it might be helpful to send over the console.log

kindred cradle
#

I will shoot them over next time I get the error

spice elk
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why not for this error?

kindred cradle
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I had this image saved from before, Im not sure which log file it is any more

spice elk
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aight, also let me know what you did just before the crash

kindred cradle
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I think I dont have the logs from that day any more, I believe theres a max folder count and then it recycles new ones. For that one I just spawned into mp_test, opened the editor on a standard ussr weapon arsenal box

spice elk
#

cursed

kindred cradle
#

btw any tips for how to handle both supressed and non-supressed shots in the same ACP file? Is there a specific block I'm not seeing

spice elk
#

it's in the sample weapon's audio project

foggy vapor
#

Hello bacon, a guy created a mod for me to remove the thermal from the RHS arsenal, it worked but it still remains in the bacon ladout, but in the arsenal it disappeared, can you tell me? I want to remove it from the lodout bacon too

spice elk
#

Then it wasn't removed, maybe hidden instead. My suggestion is to have your own arsenal with only the items you want.

foggy vapor
kindred cradle
spice elk
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I suggest to create a new arsenal, not override existing ones. That's the whole point, so you control what's in them and no mod updates ever suddenly add items to it.

kindred cradle
#

btw I noticed the reflex sight takes up 2x1 slots in the inventory, no other attachment does that. I assume its a typo?

spice elk
#

probably

quasi pendant
foggy vapor
sacred lagoon
#

@spice elk I was just watching a video about AMD's FSR 3 and they were saying people are modding it into games.

Do you know if this is something that could be modded into the enfusion engine or is this outside the scope of what's possible through workshop mods?

spice elk
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Not sure how to add it in since modders have no access to the engine

sacred lagoon
severe olive
#

Hey bacon, I love your M4 so much but I use better sounds on my server which makes some guns sound amazing but never change yours, would you ever consider in future reworking the sound design for your M4?

fiery jewel
#

@spice elk have you thought about making the under barrel grenade luncher in the block two pack a removable style so it can fit more models?

spice elk
fiery jewel
#

Like how the Russian underbarrel grenade launcher is removable and can swap between ak's

orchid gazelle
#

Sorry if this has been answered somewhere prior already, are you ever planning on releasing your weapons in one large pack?

Thanks for the time you spent making all of these, they're really cool. :)

spice elk
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probably not, as I want to allow server owners to choose which weapons they want

spice elk
#

not really, since you are not telling me what the problem is

oak furnace
#

Hi all, i'm having an issue with the Bacon arsenal... When people try to Save loadouts it won't work. any ideas on how to fix this issue? much appreciated.

spice elk
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you are still not giving me enough information, so my only advice is make sure that saving loadouts "normally" works before you attempt it in the loadout editor (what is bacon arsenal?)

spice elk
oak furnace
#

nope it doesn't work. I've just found out that I also can't get vehicles becasue the rank of SGT is required so idk how you change it so it goes down to private.

spice elk
#

then perhaps the mission you are playing just does not support loadouts

oak furnace
#

Yeah I thought that so i've changed scenarios and the arsenal works on different scenarios so idk why it wouldn't on others?

spice elk
#

thats up to the creator of the mission/world you are playing in unfortunately

oak furnace
#

okay, so I need to find the scenario that allows the arsenal and map that i'm wanting... how would I find that information? do i just have to keep chaning scenarios until I find one that works or is there a way that I can see what each scenario offers prior to loading it onto the server? thanks for your responces.

spice elk
#

well you can play the scenario in your game to test it, dont need a server

oak furnace
spice elk
elder viper
kindred cradle
#

SCRIPT (W): Bacon_GunBuilderUI_PlayerControllerComponent.UpdatePlayerMarker | m_MapMarkerEntrySquadLeader is null - cannot update marker

Not every server uses the vanilla m_MapMarkerEntrySquadLeader , might want to add a check here maybe?

spice elk
#

I can only guarantee compatibility with vanilla

sacred lagoon
#

Makes sense! Thanks for breaking it down for me

kindred cradle
#

does every gamemode use squad leader markers though? I thought thats only in conflict

spice elk
#

I tested it in GM

quartz frigate
#

cause I know these mods are working on other servers right now and last week there was no issue with downloading them

#

Kind of at my wits end here

sacred lagoon
#

Try deleting all the mods and adding them one or two at a time. Run the server for 10 minutes or so, make sure you can sign in.

Then go back and add two more and so forth. You probably have a lower priority and you're not able to download as much as the server needs at one time.

kindred cradle
quartz frigate
#

thanks guys! will give it a shot

rich forge
#

I just want you to know, my friend group has started referring to the loadout editor as "The Baconator"

native badger
#

Incredible

tribal goblet
#

There's any report of loadout editor producing lag (like be on 10-15fps from 80+) for a while and suddenly recover all fps in ~5 min?

#

Have like 2-3 members of my community that almost every time they use it, get that problem

spice elk
# tribal goblet There's any report of loadout editor producing lag (like be on 10-15fps from 80+...

the loadout editor does NOT do any background processing the whole time you browse it

when you open the editor it will load items from the arsenal, and then when you navigate to new slots or categories it goes through that list to filter what to display, so once you see the list of items its processing is done by that point

it's possible some modded items have some behavior that activates while those temporary item listings are generated, if that's the case you might get the same lag when using the vanilla arsenal

tribal goblet
#

Thats the problem, they use the vanilla arsenal to avoid It and dont get any lag at all

#

The only mod that add things to the arsenal we use is RHS

spice elk
#

I'm positive that it is some mod doing it (probably unintentionally), but it will be hard to find

#

are any of those community members on PC? maybe they could send their console.log from when they experienced the issue

tribal goblet
#

We are all from PC, will ask for their logs the next time

proper bane
#

when you rest your weapon

spice elk
#

Thought I fixed that, hmm

wind steppe
#

@spice elk Did your modpack come with the Banana?

Asking due to the amount of trolling going on within my servers from people taking them then dropping mass amounts of them. Can't clear them with entities

spice elk
left ore
wind steppe
left ore
spice elk
kindred cradle
#

Have you ever considered making the icon thumbnails wider in the editor so it doesn't cut off all the weapons etc?

kindred cradle
#
itemComponent = InventoryItemComponent.Cast(itemEntity.FindComponent(InventoryItemComponent));

throws an error before it can reach the check:

SCRIPT    (E): Virtual Machine Exception

Reason: NULL pointer to instance. Variable 'itemEntity'

Class:      'Bacon_GunBuilderUI_Cache'
Function: 'GetPrefabsForCharacterWeaponSlot'
Stack trace:
Scripts/Game/BaconLoadoutEditor/GunBuilderUI_Cache.c:402 Function GetPrefabsForCharacterWeaponSlot
Scripts/Game/BaconLoadoutEditor/GunBuilderUI_Cache.c:510 Function GetChoicesForSlotType
Scripts/Game/BaconLoadoutEditor/M4Test_GunBuilder.c:1230 Function CreateOptionsForSlot
Scripts/Game/BaconLoadoutEditor/M4Test_GunBuilder.c:693 Function HandleChangedSlot
Scripts/Game/BaconLoadoutEditor/M4Test_GunBuilder.c:597 Function OnEditedSlotChanged
Scripts/Game/BaconLoadoutEditor/GunBuilderUI_ListBox.c:162 Function OnClicked
Scripts/Game/BaconLoadoutEditor/GunBuilderUI_MultifunctionSlotUIComponent.c:280 Function OnClick

I think a couple of the RHS weapons are the culprit:

SCRIPT    (W): Prefab {F2C2EAC044A159EE}Prefabs/Weapons/Rifles/AK74M/Rifle_AK74M_b30u_b31n_tgpa.et has no InventoryItemComponent!
SCRIPT    (W): Prefab {710B611121AAD8A1}Prefabs/Weapons/Rifles/AK74M/Rifle_AK74M_npz_b10m_b19n_tgpa.et has no InventoryItemComponent!
proper bane
kindred cradle
quartz frigate
#

is the recoil on the URG-1 something you made as is Bacon or is it arma standard recoil?

spice elk
#

M16 recoil

quartz frigate
#

that recoil is wild

vernal summit
#

Its not that bad

spice elk
#

I think the first round is a bit too high but I don't want to nerf recoil to create an advantage for using my weapon

vernal summit
#

A bit more than it is irl but not alot

oak parrot
#

@spice elk hey man, I noticed that the m203 isn’t able to be mounted onto the m4 cqbr, is this a something you’ve been thinking about adding or is there a issue with mounting the m203 onto that rifle even with the longer barrel

spice elk
#

It's too long

oak parrot
#

Fair enough, wish there was a way with the longer 14 inch barrel most standard m4s have, like this

rugged slate
#

Those M4A1 stocks would be sick

oak parrot
vernal summit
sacred lagoon
oak parrot
plucky copper
#

Anyone else have the issue where the m4 GL sight goes up out of view when zeroed at 400m.

sacred lagoon
oak parrot
spice elk
#

Lol yeah they are not zeroable fully, its a bit of a mess

spice elk
#

160 parts

#

those two are my personal favorites

keen schooner
#

Any plans to add a GL to m4 Spr long barrel?

spice elk
#

yes when I find a good model of a shorty ugl

#

unless I do something stupid like cut the mounting parts of the one I got in half, but I'd rather not

plucky copper
#

If you do a shorty gl mount. Would love to see a shorty standalone. Especially if you can get it to work in the sidearm slot

spice elk
#

the grenade launcher im using is the LMT m203 which only has the rail mounts, LMT also makes a shorty version but I don't have a model for it

#

I mean they make all sorts of mounts, but I only have a good model for this specific one

#

maybe I'll just commission one with multiple mounts when I have time for modding in the future

lime cobalt
#

Any update on when or if your going to start adding camo’s and attachments to the M110

spice elk
#

No

warm rivet
spice elk
#

No

quasi pendant
knotty nexus
#

Might be going crazy and it’s a coincidence but Bacon Loadout Editor seems to break gamemaster Context menu to where nothing appears on it.

arctic glen
nimble sluice
#

It's the attachment radial menu from the RIS script. It's based on the radial command menu which also breaks the GM radial menu

spice elk
spice elk
#

Not sure how other people's mods work

quasi pendant
spice elk
#

Same. Especially mine.

quasi pendant
nimble sluice
left ore
#

bacon is referring to the vanilla one. tilda on PC, "LB dpad up on console"

vague yacht
#

@spice elk Would u be able to add burst receiver to your m4’s

spice elk
#

I have a lot of things on my private roadmap but recently have not been able to do any modding work due to time, the final boss of life

empty swallow
#

What does the Bacon bot for discord do?

spice elk
empty swallow
#

I was going to tinker and test it out if it was available for people hosting privately.

spice elk
oblique fjord
spice elk
#

No idea what this is. Loadout editor saving is done via vanilla game saving. If things save in vanilla they will save in loadout editor.

oblique fjord
#

Essentially because rhs have items that spawn by default with a patch on, the save overrides any other patch you put in place of that one and will reload with the default one on.

plucky copper
#

Like bacon said. Nothing he can do. Purely an rhs and vanilla thing.
same thing happens with 40mm and RPGs.
do rhs would have to change their patch. Nothing bacon can mess with

nimble sluice
#

That's less than ideal

silent plaza
plucky copper
#

It defaults to whatever patch in on the item by default in the Arsenal. No matter saving base game or bacons loadout.
same thing happens with the jtf rhs Vests.
one has an a+ blood patch and you try saving a kit with a Medic or flag patch but it'll always load as blood type patch

spice elk
#

Yeah I think it just by default does not serialize those, there's a limit to what types of storages and how deep it will go

silent plaza
#

by that logic it cant be fixed by removing the default patch, the new one will just not persist

plucky copper
#

Just like gls. Can save an m203 with a 40mm in a loadout but reloading/respawning will be the default hedp.
and with rphs. Base game rpgs even if you save an rhs rpg

plucky copper
low basin
#

Hello Bacon, Would it be possible to fix the Barrett M82 bipods when you ever find some free time to work on it please ? Pepelove your mods

silent plaza
plucky copper
silent plaza
#

if we remove defaults, you will simply spawn with empties when you save your loadouts

plucky copper
#

It's because the item is saved with the default patch in the Arsenal by default

spice elk
#

I don't think we can even inspect the serialization that happens for entities, since all the loadouts do is quite literally just export an entity to json

plucky copper
#

If it has no patch. You can save a different patch in the loadout.
it's just when it already has one straight out of the Arsenal

#

Say it the vest has an open patch slot. I can save a flag in that slot and it'll keep loading that flag.
but if it has a Medic patch. Even if I change it to a flag and save. It'll always reload as the Medic patch

#

So. Rhs. Would just have to have the patch slot open by default. So it's up to them. Nothing bacon can change.
it's just how the saving works in vanilla with certain other things too. Like 40mm, rpg, and some other stuff like canteens in some webbings

silent plaza
plucky copper
#

Just like the issue with the 40mm and rpgs would be resolved if they just didn't have ammo in them by default and you chose what ammo to save in it for the first shot

silent plaza
#

when you say them you mean RHS? because im from RHS so when I say US and WE i mean RHS. And im trying to tell you that if the problem is in vanilla slot saving not behaving correctly we should raise the issue to BI and not hack around the bush. We dont want to remove default layouts because thay are used to setup groups and AI

plucky copper
# silent plaza when you say them you mean RHS? because im from RHS so when I say US and WE i me...

By all means report to BI. That's great.
but I'm saying. Is leaving the patch slot open by default is the solution because that works perfect on all the other patch slots that are left open by default.
besides that also allows that patch to be customized by the player instead of always being whatever is on by default. Which at that point would just make sense to not even be a patch if you can't properly change it. Rhs issue or BI issue

oblique fjord
plucky copper
#

But. This has now landed on the topic of rhs / bohemia.
Bacon can't change it. So we've gotten off topic here

silent plaza
#

there, where? on what type of item? rhs has one vest with velcro slot so its not really a good sample size for comparison. If you are comparing it to slots on helmets and shirts this might not be connected to default slotting, but internally to the way vests work particularly. I will investigate a bit and report back to #1050079312977596426 but first feeling is that its a engine issue

low basin
#

Hello Bacon, Would it be possible to fix the Barrett M82 bipods when you ever find some free time to work on it please ? Pepelove your mods

#

If it is fixable of course there may be limitation I'm unaware of.

spice elk
#

hard to fix if I dont know what the problem is

low basin
#

The bipods fix on the ground everytime you use them RHS PKM have very nice bipods

spice elk
#

Idk what that means

low basin
#

Hmm the fixing point of the bipod it attached under the ground instead of having a collision to it

spice elk
#

ah ok I got you, will have a look later

low basin
#

Thanks man sorry for the bad wordings I'm not english

sharp dagger
#

Rhs made the vanilla pkm?

#

That’s really cool I didn’t know bi got modders to make vanilla weapons I wonder what else they’ve got cooking

plucky copper
sharp dagger
#

Shit…

low basin
#

I never played vanilla didn't know there was even a pkm KEKWlaugh

sacred patio
#

How'd I place down bacon loadout editor for a custom faction?

spice elk
#

it works on arsenal boxes, so make an arsenal box and it'll show up

sacred patio
#

Understood, is there a way to change what shows for certain factions, if so, where would I change that?

spice elk
#

not related to the editor, it pulls out items from the arsenal

sacred patio
stiff shuttle
#

Hy bacon i was wondering if you can make your AP mine in a standalone mod ? i would love to try use this systeme of randomize minefield to make AP minefield: https://forums.bohemia.net/forums/topic/287427-tutorial-how-to-build-random-land-minefields/

Thx

quasi pendant
stiff shuttle
stiff shuttle
#

find it it was in effects

quasi pendant
stiff shuttle
quasi pendant
#

It shouldn’t be too much but RHS definitely is lacking some content and if you wanna give your players options I’d definitely look into some different mods. Yes the Xbox download limit is ass but you should be able to keep it relatively around 10 gb. My milsim is at 13-14 rn I think.

stiff shuttle
#

we are working on finishing one side of the isnald with the zimnitrita map so i think we wsill be around 15 gb also

spice elk
spice elk
#

Majority of modded servers already run this mod either way, so it's no biggie

stiff shuttle
spice elk
#

As of April 22:

percent servers mod
 79.75%     894 RIS Laser Attachments
 78.77%     883 Suppressors
 71.72%     804 M4A1 Block II and URG-I
 69.67%     781 Zeliks Character
 66.64%     747 SpaceCore
 64.41%     722 Night Vision System
 64.14%     719 RHS - Status Quo
  63.6%     713 Bacon Loadout Editor
 60.39%     677 Game Master FX
 56.47%     633 Project Redline - Core
 52.36%     587 GM Persistent Loadouts
 51.47%     577 Task Force Mattock Uniforms
 50.67%     568 BGONE
 49.87%     559 Server Admin Tools
 49.78%     558 ACE Core
 47.81%     536 Bon Action Animations
 47.81%     536 Task Force Mattock Weapons
 46.48%     521 ACE Carrying
 39.79%     446 M110 DMR
  39.7%     445 M249 Scope Rails
  38.8%     435 BetterSounds 3.0
  38.0%     426 Joint Light Tactical Vehicle
 37.02%     415 COALITION Squad Interface
  36.4%     408 Game Master Enhanced
 36.22%     406 HMMWV  VARIANTS PACK
 33.18%     372 Shrapnel
 31.67%     355 STRYKER
 30.95%     347 BetterTracers
 30.95%     347 BetterHitsEffects
 30.24%     339 ACE Backblast
 29.35%     329 ACE Medical
 28.28%     317 ACE Trenches
 27.56%     309 Keep Gun When Uncon
 26.23%     294 Disable Game Master Budgets
 25.51%     286 Units Map Markers
 25.33%     284 ZU-23
 24.62%     276 M17 Pistol
 24.53%     275 TF Mattock BLUFOR OPFOR
  24.0%     269 Barrett M82
 23.64%     265 M1 Abrams
 23.46%     263 ACE Finger
 23.02%     258 vPad
 22.84%     256 MEP civil
 22.57%     253 Project Redline - UH-60
 21.94%     246 BetterExplosives 2.0
 21.32%     239 WIP Bell 412 CH-146
 21.23%     238 Weapon Utils
  20.7%     232 SR Sound Mod
 20.52%     230 Eotech Vudu
 20.52%     230 BetterMuzzleFlashes 2.0
 20.34%     228 KIOKMiddleEastAsset
 20.07%     225 Talking on Radio Beeps
 20.07%     225 Bacon Weather
 19.89%     223 ACE Compass
  19.8%     222 BMP-3 IFV
 19.63%     220 Stun Grenade
 19.63%     220 M240B
 19.54%     219 ACE Chopping
 18.91%     212 TODs UH1H Hueys
 18.64%     209 BMP-1 IFV
 17.57%     197 DarkGru Operators Pack
  17.4%     195 WolfsBuildingPack
 17.31%     194 T-72
 17.04%     191 M2 Bradley Fighting Vehicle
  16.5%     185 DVB1 AH1S Cobra
 16.06%     180 ConflictPVERemixedVanilla
 15.97%     179 M113 APC
 15.79%     177 Collectable Intel & Phones
 15.61%     175 OLDCARS Civilian Clothing
 15.43%     173 Where Am I
 15.34%     172 RHIB
 14.72%     165 Darkgru PLA Faction
 14.72%     165 Enfusion Database Framework
 14.45%     162 Enfusion Persistence Framework
 14.18%     159 AH-1 Cobra
 13.92%     156 SESOF Compass
 13.92%     156 TalibanMod
 13.83%     155 StaryArmory - HeadGear
 13.65%     153 TODs UH-60 Fix
 13.65%     153 M2010 Enhanced Sniper Rifle
 13.65%     153 ACE All in One
 13.38%     150 Tactical Flava
 13.38%     150 STARYARMORY - Uniform
  13.2%     148 SESOF MagRepack
 13.11%     147 Civilian Faction
 12.93%     145 Bacons M249 pkm rpk rails
 12.93%     145 Darkgru Operators
 12.67%     142 IED Emporium 2.0
 12.58%     141 Garbage Collector Patch
 12.49%     140 Keep Abandoned Vehicles
 12.22%     137 Force Garbage Collect
 12.13%     136 WZ Turrets
 11.86%     133 MK 14 EBR
 11.86%     133 Equipment Pack
 11.33%     127 MEP base colors
 11.15%     125 MAKO AK 105 Zentico
 10.97%     123 Benelli M4
 10.88%     122 Cougar MRAP
 10.44%     117 Chat Message Roles
 10.44%     117 Kunar Province - Afghanistan
 10.17%     114 Game Master Safe Zones
quasi pendant
#

Bacon why are you in the duck pond server lmao

spice elk
quasi pendant
spice elk
#

I am only there for duckemojis

stiff shuttle
#

Did sen contact you with the modifcation we have try ? we have succesuflly send direclyt disrd webhook thru your mod admin

quasi pendant
#

Sure….

spice elk
#

hope it wasn't actually through my mod, as modifying it would break the ND license

stiff shuttle
spice elk
#

on my service I have a built in integration to send admin tools events to discord, because discord is not directly compatible, so you need some server inbetween to process the data

stiff shuttle
#

so i made the digin for you ^^

stiff shuttle
spice elk
#

I'm sure that's true, but admin tools has its own data format that isn't compatible with discord

stiff shuttle
#

the tryckiest part was the refactor before sending it

spice elk
#

I am well aware that you can do http requests to discord from reforger, I am telling you that admin tools does not support it because of the data format. You can make any modifications you want, but it doesnt change the original data format compatibility.

#

Once you edit or refactor the data, then it is now your data, not original admin tools data.

stiff shuttle
#

can i maybye show you because i dont understand why i could no be compatible since we have a test server with your admin tools up to date and we receving all the event api directly in webhook without any process between (sorry if my question is dumb)

spice elk
#

If you need to edit it to make it compatible, then obviously it wasn't compatible before

stiff shuttle
#

i do not know if is my bad english that is not helping but my only question was to know if it's interesting you to have the modificaiton function in order to implement it officaly ^^

spice elk
#

I'm not implementing direct Discord compatibility, you should handle this in your own backend because if you have multiple servers posting to the same webhook you will need to deal with rate limits

stiff shuttle
#

actual limit are 10,000 requests per 10 minutes (a sustained 16 to 17 requests per second) per webhook

spice elk
#

do webhooks have different rate limits than bots? bots are 50 requests per second global

#

the limit you mentioned applies to invalid http requests and is for a cloudflare ban

stiff shuttle
#

that a good question i think this is a tricky question because it does not seem to be cleary ideintify i have found a user telleng that it's 30 message per mineutes (wich is quite low tbh) and yes it faore invalid requests

spice elk
#

All bots can make up to 50 requests per second to our API
IP addresses that make too many invalid HTTP requests are automatically and temporarily restricted from accessing the Discord API. Currently, this limit is 10,000 per 10 minutes

stiff shuttle
spice elk
#

but actually the data format is setup the way it is in admin tools because it is the easiest for me to parse and store in my databases and message queues, I have actions bound to some events like synchronizing admin tools bans when a ban is executed on one of the servers

then my system sends those events to your discord channels making sure it doesnt exceed rate limits (will send multiple at a time depending on quantity)

stiff shuttle
#

Okay i understand could you allow us to test on one of our public server to determine this direct limits ?

spice elk
#

is it going to be part of koth or will it release as a public addon to the mod so users can setup their own channels?

stiff shuttle
#

no its not link to the koth dev i am only a friend of sen i do not particiapte in the active dev of it, no just a test on a conflcit server to post on our discrod

formal swallow
#

Will your M4 work with the new bayonets?

spice elk
#

idk

plucky copper
#

Dude. They only just cane out on experimental. Lol
like the guys gotta see and use them first.
And see how they are attached and what not.

but I do hope he does eventually add them to the m4s / loadout editor

spice elk
#

loadout editor should Just Work™️ but not sure about bayonets

formal swallow
strong pasture
spice elk
#

i may have spoiled you guys a bit, sorry about that

vagrant cypress
#

yea bacon loadout def spoiled us, granted i feel like bacon loadout should be a vanilla mechanic anyway it just feels so right and good

spice elk
strong pasture
#

Yeah I get why they excluded the virtual arsenal, but it was an integral part of my Arma experience. It was sorely missed

#

Still, even vanilla is loads better than the old ofp days with its 'removeallweapons this; this addmagazine m16; this addweapon m16; this addmazine grenade' etc etc 🤢

spice elk
#

in fairness in Resistance you could choose loadouts at start of mission

strong pasture
#

Yeah some missions in ofp had that as well I think. Good thing too because who needs 6 handgrenades 😄

solar talon
#

Probably already been asked but do we know why the ability to remove the SBR grip was taken away?

spice elk
#

yes I answered this 54834 times already

strong pasture
#

it’s due to hand clipping I believe (to keep bacon's counter stable at 54834)

nimble sluice
strong pasture
#

well admittedly this is partly speculation on my side (since we don't have exact inside information on BIS' long term goals), but we do know Reforger is primarily an engine testbed and its scope is limited to MP PvP/PvE gameplay. Tactical barbie is probably not an essential element given this framework

nocturne creek
#

Anybody knows why it says "Failed to add prefab into substorage" when I try to equip a RPG

spice elk
#

equip where? like put it in a slot?

nocturne creek
spice elk
nocturne creek
#

Have the ARF USSR Replacer on and the Ukrainian Armed Force one too

#

And also ofc I have Zelki's characters

spice elk
#

I don't know which mod causes this and if its intentional in the mod or not

spice elk
low basin
#

I will try to get you some when I play sure

spice elk
#

thanks, I tried it out in the game and noticed the bipod connects to the ground at the point of where its legs end

low basin
#

https://youtu.be/7XE6e45imIk
There its probably better than words to explain, when I bipod it aim directly to the ground instead of being rest on the bipods itself. The feet does connect to the ground but it feel like they are still lower than normal maybe its because of the length of the weapon ?
as result you often can't angle high at all with the bipods on

spice elk
low basin
#

Oh damn sadCat

low basin
#

Isn't there a way to bypass the model animation or to fake it so it goes higher ? Some weapons have no bipods model animated and they still work fine

spice elk
#

yes but I wont make it deploy in mid air

sacred patio
spice elk
#

the latter, it just reads arsenals

sacred patio
spice elk
#

cursed reforger playtest on experimental on saturday 8:30 PM UTC, server name "Cursed Reforger"

hope it's fine to post this here, idk if it constitutes advertising servers

woeful torrent
# spice elk yes, it would - the only way to implement this without voiding any of the licens...

hey so Im coming back to this to try and figure out a way to disable the m4 without breaching the license as my players really like the loadout editor. It kind of seems like i would have to make every other gun mod i want in the arsenal a dependency of my new mod/arsenal to add it to a new entity catalog list? Seems like a ton of work making edits for multiple guns as they are all in the vanilla arsenal already by default. And then IDK how your loadout editor would know to pull only from my arsenal instead of the vanilla one? Any pointers on this?

viral arrow
# woeful torrent hey so Im coming back to this to try and figure out a way to disable the m4 with...

I can help on this

Two things, his loadout editor parses everything that's classed as an arsenal so if you create an arsenal box it will work automatically, I can help you with doing that, it's easy

Second thing, you can add weapons to an entity catalog or anything for that matter and not have it as a dependency, if they are not loaded they will just not show up in the arsenal but it won't cause crashes (you will have to load the weapon mods in the workbench whenever you want to edit the entity catalog)

#

On creating a different arsenal, and knowing how your scenario works, I do recommend creating a separate faction and then using that faction's entity catalog as the arsenal list

oak parrot
#

Hey so a question I had after looking at some of the weather mods is the way that some more severe weather has been added such as thunderstorms or blizzards on the winterized mod, I was wondering on how hard it would be to possibly make something like a sand storm, like what would have to be changed to make the visual work?

spice elk
woeful torrent
#

so I guess the tricky part is that this is for conflict game mode which uses a prefab that is built. Having trouble overriding that so it seems like I'd need to create a whole new buildable arsenal prefab to build instead. Also, there are quite a few other servers running my scenario that i dont want to force to use my custom armory for this one server of mine. The dependency thing I get, thanks for the reminder on that, I really dont want to create a whole new faction though.

spice elk
#

I don't have a more clever solution for you, you could just not use the mod

#

there is a new attempt at an arsenal in the works in the community so once that's out I can remove both the loadout editor and the m4 as they will just become technical debt

woeful torrent
#

I think I actually got it figured out, using the Overwrite Arsenal Config in the SCR_ArsenalComponent. I'll just have to spend a while adding all the other weapon mods so I can add them to my arsenal. Thanks for your time!

spice elk
#

you can Duplicate their arsenal overrides and then copy paste entries to yours using a text editor

waxen crown
#

@spice elk #CHAT MESSAGE ROLES How can show tags and colors only for gm and admins?

spice elk
waxen crown
#

i mean can do that in CHAT MESSAGE ROLES script

waxen crown
proper bane
#

😔bacon can I messsge you soemthjng?

plucky copper
#

Would it be possible to get the loadout editor to work on the arsenal trucks?

kindred cradle
#

Small bug with bacon loadout editor and conflict, if someone loads a bacon save it will reset their rank back to private until they get some more XP, however if they are max rank and can no longer get XP it seemingly bricks their rank and causes them unable to rank up any more.

spice elk
#

you should get your rank back if you just respawn tho

kindred cradle
#

yeah I thought that but it wasnt working for this guy, I gotta test further

spice elk
#

in any case I wouldn't classify missing features as bugs, the editor doesn't care about conflict

kindred cradle
#

the default arsenal saves dont break the rank so technically it is a bug? depends how you look at it I guess

spice elk
#

not really, since the mod is not an arsenal or intends to be a replacement for an arsenal

#

supplies would also be nice, but I have no plans to add this or any other features currently, maybe in v2 when it is rewritten from scratch (if ever)

arctic glen
#

Just earning a little bit of XP gives the rank right back, it’s not permanent

alpine drum
#

So in the future do you have anymore plans for your m4 mod?

spice elk
#

I want to eventually revisit the attachments such as optics, lasers and suppressors, and also add some more stocks

alpine drum
#

Oh i thought you were done with it

kindred cradle
quartz vortex
#

should we ever expect an experimental version of the loadout editor?

spice elk
#

no

#

hopefully the guy thats making a better editor is done with it at the time experimental hits main

waxen crown
#

@spice elk ?

spice elk
waxen crown
#

I need help with this, I've tried figuring it out on my own, but I haven't had any luck yet

#

chat message

spice elk
waxen crown
#

yes

spice elk
#

though you may need to supply factionColor yourself, maybe somewhere between lines 25 - 30 to have it different by admin or gm

waxen crown
#

I truly appreciate your assistance, thank you!

waxen crown
#

colors is diferents but GM and Admin color is still the same

#
    {
        if (senderId < 0)
            return;

        PlayerManager pm = GetGame().GetPlayerManager();
        if (!pm)
            return;

        EPlayerRole roles = pm.GetPlayerRoles(senderId);
        if (SCR_Global.IsAdminRole(roles))
        {
            playerTags.Insert("Admin");
            factionColor = Color.FromSRGBA(255, 0, 0, 255) // Set SRGB color for Admins (red)

        }
        
        if (Bacon_IsPlayerGM(senderId))
        {
            playerTags.Insert("GM");
            factionColor = Color.FromSRGBA(255, 165, 0, 255) // Set SRGB color for Admins (orange)
        }
    };```
spice elk
#

maybe swap the GM and admin check order? an admin is also a GM, so the second one will override the first

waxen crown
#

okay will try

#

voilaa tnx

spice elk
#

bet

woeful torrent
magic smelt
#

didnt bacon make a zombies mod?

sharp dagger
#

I think so

nimble sluice
dim cypress
#

Would it be possible to add the ability to export loadouts via some code that gets copied to the clipboard that people can import again?

ebon tide
#

Does anyone know if the newyork severs are still down

dim cypress
#

Why ask here?

zenith current
#

Bacon, for the Bacon loadout editor, had you ever thought of implementing the feature of being able to select the character you play as, as like in A3 because I know alot of people would like the option to choose who they look like

spice elk
#

Already discussed here

spice elk
dim cypress
#

Do you know how Arma 3 did it?

#

I think that was possible there. But I guess they put in some work into the mentioned security concerns.

spice elk
#

Of course it's possible. Except maybe Xbox.

#

Doesn't matter though.

dim cypress
#

It just came to my mind because we played a GM Op today with people playing Reforger for the first time and it wouldve been awesome to just transfer to them working loadouts.

#

Won't bug you anymore about that. I am grateful for the loadout manager in its current state. So much better than searching through endless pages of crate inventory.

spice elk
#

You could do that already by copying them into files named after their identityid

dim cypress
spice elk
#

Server console.log

dim cypress
#

Interesting. That might be worth a look.

#

Today, we just played a spontaneous GM mission. No prep in the workbench.

files named after their identityid
That would have to be a mod then I assume?

spice elk
#

What? Loadouts are saved in files on the server that are named after the identityid

dim cypress
#

Oh okay, that makes sense as well. Am pretty new to Reforger modding. 😅

spice elk
#

No worries

woeful torrent
#

you could just drop a loadout on the ground for the newbs to pick up and save in the loadout editor. might be easier

nimble sluice
spice mica
#

Hmm, I kind of had a question, would there be anyway to override the default loadout for new players just curious

spice elk
#

Sure. Make a mod that does it

dim cypress
#

So the guy building the mission decides what the players have at their disposal.

spice elk
#

Setting up loadouts in workbench takes like 5 mins but being able to so it in-game would be nice

main matrix
#

yeah even if i know how to do it in workbench it feels like a hassle due to mental load and custom mod needed for the scenario

spice elk
#

Yeah in version 2 I was planning to try doing this and maybe do stuff like server saved load outs spawning for AI

#

So gm could make a group from loadouts saved on the server by admins etc

main matrix
#

that would be insanely helpful

orchid hemlock
#

Try removing playerTags.Insert("Admin");

proper bane
#

TODAY I WILL BE GLAZING BACON!!

BRO YOU ARE DOING GODS WORK

oblique fjord
#

There is so much going on with your kit

granite bluff
#

Bro has everything

severe olive
#

All we need is a ghillie wrap for the M4 tbh

spice elk
#

feel free to make one

proper bane
#

lol HUHH?? I guess yall never had to do infantry shit , this is pretty standard! Maybe I wouldn’t slap a flashlight in my gun that’s the only difference! But if we had to do a large movement and set up a COP , well here you are! Although I admit I probably wouldn’t be rocking a sidearm but everything else is pretty standard

vernal summit
severe olive
#

How's cursed reforger going bacon? Did you get any clips from that experimental play test?

proper bane
vernal summit
#

RHS has the FILBE tho

proper bane
#

it would be cool to have Filbe or some Molle packs

proper bane
spice mica
# spice elk So gm could make a group from loadouts saved on the server by admins etc

pretty dope, something else I wondered which ik its possible but im a shit scripter lol, setting up a game master blacklist, in server admin tools have it in the config whether to enable or disable this option, enabled adds the extra tab list for blacklisted gm players and the extra action when you click on the players name. In short if any player on the list gets gm by whatever means it automatically removes them from gm

#

I messed around a little bit to try and figure out how to but I lack the brain skills

spice elk
#

Fixed ZU-23 stationary not finding ammo in its own inventory

kindred cradle
spice elk
#

Missing component

sturdy sedge
#

is there any reason that the barrets shoots HE round even that its APIT (Armor Piercing Incendiary Tracer) if you want it to actual be explose it should be called HEIAP . the APIT ammo is so overpowerd in the barrets as it bypasses EVERY armor

spice elk
#

I'm pretty sure it's only effective against light armor, things like the bmp3 are almost immune to it. They are not HE even though they might look like they are.

sturdy sedge
#

it on taps every ai

#

it uses explosive ammo so it bypasses all the armor and health settings they even explode ... they should not explode that not how APIT works

spice elk
#

I'm pretty sure every .50 round would one tap a human even wearing body armor

#

Those APIT rounds make a very visible ball of fire when hitting armored targets, but I don't have a good way to make them create an effect only when hitting armor I think so some creative liberties needed to be taken, here's a slo mo video of an APIT round hitting a metal plate https://youtu.be/4X6y5e2UwXw?t=207

#

the ingame round is modeled after the raufoss mk 211 which does happen to include a high explosive payload that is behind the incendiary mix

#

I think it's rated at 11 mm at 45 degree angle so it should cut through a BTR70 easily but be ineffective against a BMP3, which was the case last time I used it during the game

fossil cradle
#

@spice elk Hello, can you tell me in which component I can switch the endless resource mode so that when I reboot the server, my limit is always disabled?
I want to use it for Conflict, so that the limit would be lifted without my intervention)
Disable GM Dynamic Simulation

spice elk
sturdy sedge
#

bacon didnt you have a select menu to fast acces items ? i cant seem to find it anymore

spice elk
#

should be a hint on bottom left part of the screen

sturdy sedge
#

in what mod is it ? i tought it was a sep mod

#

or does it only work with your gun?

spice elk
#

RIS Laser Attachments

nocturne creek
empty swallow
#

Bacon Weather is very helpful, and if it happens to be one of the mods still receiving updates over time, I'd like to plant the seed to see if we can get more of a weather transition rather than the abrupt weather changes. For example, when it's set to automatic, the game slowly begins to rain and then intensifies. Whereas in GM, it's BLAM, rain!

spice elk
#

if the game ever has a script function to transition to a new weather type instead of swapping it out sure

steady girder
#

What did you change to fix this?

spice elk
steady girder
#

Somehow it fixed itself on 1st person lol. I think after your last update it seems to be fixed

spice elk
#

weird stuff man

steady girder
spice elk
#

no idea LMFAOO but you're welcome

spice elk
#

that clip is funny though because I low key expect the gun to fire at some point but it never comes

kindred cradle
#

did you ever notice that for some reason pistol mags dont show up unless you remove them and readd them? Hmmge

spice elk
#

yes, no clue why

#

just another Reforger Modding Quirk™️

#

also holo sights show their reticle on the glass

molten torrent
#

Hey so I had a question, why doesn't the ai use the AA gun? Is it because of the game itself?

spice elk
#

yes, same reason they suck at targeting with the BTR turret

#

I think it's a little better in Experimental

void hinge
#

I notice with things like APCs and IFV's they use the secondary like rockets or the coaxial machine gun rather than the cannon

spice elk
#

there's no such thing as a vehicle cannon in the game so I guess they default to something closer to AT in what they got, or maybe the cannon needs to be setup to be used as AT, idk

#

they have no problem shooting at my helicopter with the ZU-23 as long as I am directly in front of them

molten torrent
#

Damn well can't wait till the update the game, idk what happened but they use to be able to shoot the AA gun. 1 step forward 5 steps back

proper bane
sacred lagoon
#

My suppressed and unsuppressed sounds are flipped. I'm assuming this is due to a mod incompatibility?

spice elk
#

idk, is this your gun?

oak parrot
#

Ya I’ve been having a similar issue where the suppressors when used on bacon m4’s aren’t actually suppressing, not sure if it’s a mod conflict or what it is

spice elk
#

try using no other mods

oak parrot
spice elk
#

please record it and send mod list

woeful cipher
#

they’re suppressed for me so maybe redownloading the mod might fix

oak parrot
sacred lagoon
spice elk
#

record it and send mod list

sacred lagoon
#

Looks like its caused by the better sounds mod

spice elk
#

Before anyone asks, the magnifier doesnt have zeroing yet

alpine drum
spice elk
alpine drum
woeful cipher
alpine drum
#

🥹🥺🥺 its beautiful… how i have missed you

woeful cipher
#

now that bacon has done the scripting part hopefully others will add on with more sights with magnifiers like an aim point with one

alpine drum
#

Wait its already in game

spice elk
#

scripts should handle synchronizing flipping it on and off in multiplayer and it syncs brightness toggle with the eotech and the other way around

woeful cipher
alpine drum
woeful cipher
alpine drum
#

Ahh ok

spice elk
#

too bad pip optics lag the game to hell

proven grail
alpine drum
proven grail
#

I missed too

spice elk
#

also no plans to add any other optics, I want to keep the mod light and basic, it just seemed like a magnifier would make a good fit for a gun attachment starter pack mod

#

it was torture to implement the scripting

proven grail
#

congrats

nimble sluice
#

Omgyes

dusk glen
#

NEW FAVORITE OPTIC

proven grail
#

video ?

dusk glen
fleet imp
#

that's sick actually! good shit, bacon

proven grail
#

SICK

native badger
#

Fucking awesome, I'm assuming this is ready to go??

spice elk
native badger
#

God bless bacon

spice elk
#

looks funny when someone flips it on and off, worth it

native badger
#

lol is the animation buggy?

spice elk
#

I hope not

livid gate
#

Magnetifers in what mods?

spice elk
#

literally 4 messages above yours

livid gate
#

See, thx

loud sequoia
hidden pike
#

+1 very impressive work with the magnifier!

real sandal
spice elk
#

yes the posted video is photoshopped

warm rivet
#

Secret gifts from Santa

orchid hemlock
#

Do you plan on making the SBR M4 able to use the stubby foregrip?

nimble sluice
#

That's not possible

orchid hemlock
spice elk
orchid hemlock
spice elk
#

You can probably find it pretty fast if you search for foregrip. Long story short I don't want fingers clipping into attachments.

orchid hemlock
#

Ah that would make sense damn

kindred cradle
#

is the RIS attachments mod available on experimental at all?

spice elk
#

No

spice elk
#

But Cursed Reforger is rizz

rugged slate
#

It is

spice elk
#

and it's objectively the best mod

rugged slate
#

It 100% is

#

I sold my son into slavery to play cursed reforger

inland dune
#

^

spice elk
#

I think I'll schedule a playtest for the weekend

inland dune
#

So far from what I’ve played, it by far the best mod (objectively)

fleet grail
#

un-schedules your playtest

spice elk
# dusk glen

that worn sand texture on the stock came out fire

odd saddle
kindred cradle
# spice elk No

was just curious if the prone bug happens as much on 1.2, if you get chance to test it at all

spice elk
#

it doesn't seem to be related to mods since I can repro it with vanilla optics like the colt

#

unless they only fixed it with the colt, idk

glass dirge
dusk glen
orchid hemlock
#

Hey bacon, I had the flashbang mod running on my server for awhile flawlessly until everyone started spawning in with the flashbang affect on their screen permanently until server restart. Not sure if it had something to do with the safe zones or someone spamming them at spawn.
Any idea what would cause this to happen after the server is running for so long? Or is this the first time mentioning such an issue?

I couldn't find any issue myself in testing it again so no clue what happened. It happened twice on my public server until we decided to remove it. I tried two different mod load orders, but not sure if there is any known mods that conflict with it either.

spice elk
#

Can't really look into it until there's some steps to reproduce

orchid hemlock
#

Alright just asking if you were aware of similar issues before. Ill let you know if I find something later on

rare wasp
#

Just don’t throw it in spawn and you should be fine

orchid hemlock
rare wasp
#

It could be if someone throws the flash in spawn and you spawn in when the flash goes off then you have the permanent effect

orchid hemlock
#

at least on my public server, my test server I couldn't get it to happen at all

rare wasp
#

Okay

spice elk
#

I was going to say it might be something to do with camera effects like night vision but the mod does not use camera effects, rather uses UI. Did the effect not clear after rejoining the server?

#

The effect is bound to the player controller entity and is client-side... maybe you have some other mod that has a similar effect and there's some kind of conflict or bug?

orchid hemlock
#

When the issue happens, rejoining the server does not fix it and happens to new players on the server. I don't have a clue what it could conflict with either so not sure. The only visual and UI mods I got running is Coalition Squad Interface, Coalition Lighting, and VON UI for Gamemaster

spice elk
#

If it happens to new players joining the server then it is not the mod doing it, or not on its own

Maybe it was some kind of stamina or suppression effect actually and not the stun? And a server restart just cleared it

orchid hemlock
#

I don't have any stamina or suppression mods but server restart is the only fix I know of so far

spice elk
#

Well, if you do find out of a way to reproduce it let me know, I can't say I've seen this happen

orchid hemlock
#

Yeah I got alot of mods on my server so its gonna take some time to determine if one of the mods is the issue or just the fact there is too many mods running

spice elk
#

There is some weird perception in the community that "too many mods" is a thing. All it takes is one bug in one mod. There is no way that adding 17 mods breaks a server but 16 is fine, etc.

orchid hemlock
spice elk
#

Seems like common sense to me to be fair.

orchid hemlock
#

I do agree, I also wonder where that whole statement came from in the first place regarding too many mods

spice elk
#

It's disappointing that a service provider would make that kind of claim

orchid hemlock
#

how do arma servers run with mods on a windows machine vs a linux machine? I got mine running linux. I heard of arma usually supporting windows compatibility more so than linux but its just a theory of mine.

spice elk
#

Windows is slower in my tests, that seems to be the only difference

orchid hemlock
#

I always noticed people DC from the servers across the game often and I always wondered if there would be a difference on that part of it between windows and linux

#

Unless that is just an Arma issue

spice elk
#

It is. Sometimes mods can contribute, but plenty of this happening on vanilla servers.

molten torrent
#

I was looking at the weather mod you got and you could definitely make a dust storm one. Take the fog one and turn everything tan lol

spice elk
#

Go for it

steady girder
keen schooner
#

@spice elk ik this is probably a big ask but do you think you could make ZELIKS PERSISTENT STORAGE placeable in gm?

spice elk
#

hmm not really up for it to be honest with you

keen schooner
#

Fair enough though i would ask though!

Do you know anyone who would possibly do it

barren fable
#

Actually it’s under No derivatives license, so would have to be something bro does himself

proper bane
orchid hemlock
keen schooner
orchid hemlock
#

Bacon I figured out the keybind for parachutes, but game crashes if we die or get shot while parachuting lol

#

Awesome mod though

spice elk
orchid hemlock
alpine drum
#

Hey bacon know you talked about more stocks and barrels have you thought of a mk18 style barrel and also meant to ask you cause your a gun dude. Is there a possible way to impliment duel mag like coupled mags in reforger

spice elk
sturdy sedge
#

hey bacon if you ever got time would you realline your other sights ? now with the reworked holo and the new added holo with zoom they are so much offset compared to the old sights , and most guns ether can only now use the new one or old onces depeding on what version they are allined , would be nicest if you could make the holos the same offset as the other sights so they would all fit again as they supposed to do

spice elk
#

they work fine on the guns I tested them on

sturdy sedge
#

the issue is not on m4 platforms as they have longer rails but any gun that has smaller rails is now kinda cooked

spice elk
#

hmm I tested on my m4 and rhs m4

sturdy sedge
#

just a fast example

#

the offset is the same on both sights

#

so is with a lot of other guns that still use the older sights aswel , even some m4 do have it as they are setup for sight above mag as most gun setup have and the holo then jumps back a ton

spice elk
#

the snap position for the no-magnifier xps3 is behind it, so the gun from your image has the slot position set to not be on the rail

#

here's the snap point

sturdy sedge
#

ill move the snap point and will try again

spice elk
#

make sure the pivot id is set to snap_weapon for your slot

spice elk
#

@glass dirge I dont know about forward velocity yet but I can give it a shot

spice elk
#

idk if you take fall damage while ragdolled?

lunar pecan
#

You do

spice elk
#

interesting thonk too bad there's no good way to detect character collisions, clumsy mod was a hack that checked if there's an object in front of you 10 times a second

arctic glen
kindred cradle
#

Some errors I've seen popping up in client logs with the new scopes:

------------------------------------
13.06 2024 12:09:37
Virtual Machine Exception

Reason: Division by zero

Class:      'Bacon_5ABD0CB57F7E9EB1_FlipUp2DPIPSightsComponent'
Function: 'UpdateCamera'
Stack trace:
scripts/Game/Weapon/Sights/SCR_2DPIPSightsComponent_PIPCQB.c:95 Function UpdateCamera
scripts/Game/Weapon/Sights/SCR_2DPIPSightsComponent.c:863 Function OnSightADSPostFrame

Runtime mode


------------------------------------
13.06 2024 12:09:37
Virtual Machine Exception

Reason: Division by zero

Class:      'Bacon_5ABD0CB57F7E9EB1_FlipUp2DPIPSightsComponent'
Function: 'UpdateScopeMaterial'
Stack trace:
scripts/Game/Weapon/Sights/SCR_2DPIPSightsComponent.c:815 Function UpdateScopeMaterial
scripts/Game/Weapon/Sights/SCR_2DPIPSightsComponent_PIPCQB.c:180 Function UpdateScopeMaterial
scripts/Game/Weapon/Sights/SCR_2DPIPSightsComponent.c:867 Function OnSightADSPostFrame

Runtime mode
#

some clash with @high dock's PIPCQB mod maybe?

spice elk
#

perhaps

odd saddle
spice elk
odd saddle
spice elk
#

Bro replied to a message suggesting trying a recent version and asks for release date 💀

odd saddle
#

Oh yeah😭

#

What’s the mod called cannot find it anywhere

severe olive
#

It's called bad parachutes

barren fable
orchid hemlock
#

I cant even get my server to load up into an Mi8 for a parachute drop cause all the xbox players DC with everyone sitting inside of the helicopter lol. I wish arma would fix that issue

spice elk
#

what does it say as the dc reason?

orchid hemlock
#

Either just says Internal error or timeout on their end

#

It's mainly xbox Series S players as always.
It's not an issue with your mod either since it happens when alot of players get inside of a vehicle with alot of seats

#

Tried doing a parachute OP with the mi8 full of players and xbox series S players repeatedly kept getting DCed including anyone not in the helicopter until we instead switched to two Hueys. Sometimes happens just as bad when we have convoy ops with people loaded up in the 5 ton trucks

#

It's probably a gamemaster issue as well since I don't think conflict has the same issues regarding such

spice elk
#

also depends on the map

orchid hemlock
terse crater
spice elk
terse crater
#

Now it works! Don't ask me why, i close and restart the game and finally find it!

spice elk
#

one funny bug with the parachutes is you keep your forward momentum after landing, so next time you open your chute it shoots you forward

rare wasp
spice elk
rare wasp
spice elk
rare wasp
spice elk
#

yea too fast u die, useful when you are high up to speed up but otherwise suicide

rare wasp
#

okay you think u can make a break system?

spice elk
#

just hold S or down or whatever, or rotate in the opposite direction

rare wasp
#

oh okay

rugged sonnet
narrow berry
#

I think I brought it up before, but since SRG is asking about sights, is there a plan for a more modernized set of the EOTech optics with unity FAST risers as well as the omni FTC mounts now that animation works>

oak parrot
wary hull
#

hey bacon it seems bi is going to break fog and rain fog (in the default rain weather state) with their upcoming update, can you bring fog back with ur weather mod please?

warm rivet
split shoal
#

Is the parachute mod on workshop?

spice elk
split shoal
#

Preciate it, didn’t see it

spring blade
#

Bacon, you think it would be possible to have saved loadouts through the editor, be available upon spawning in?

For example, you have 5 save slots through loadout editor. Upon spawning in, you will be able to select from 1 of those 5 loadouts to spawn in as.

Basically, you’re changing the factionLoadoutManager in the workshop to allow for Bacon’s saved loadouts to be used in the respawn menu.

spice elk
#

yes it is possible, go for it

spring blade
#

But how you would you go about configuring this? Because when you save to the loadout editor, it’s not considered a “saved loadout” to be used in the respawn menu

spice elk
#

you can get the loadouts through the saved loadout manager of the editor, what you do with them or where you display them is up to you

drifting pebble
#

Question, how do you actually deployed the parachute?

split shoal
#

If you’re on controller you press A

drifting pebble
#

Thank you

native badger
#

Parachute??

native badger
#

Definitely gotta test that

jaunty anchor
#

Apologies @spice elk this may have been addressed.

The variable Eotech used to sit perfect on the SBR on first release and now sits way far forward.

Here is a before and now.

Any ideas?

spice elk
jaunty anchor
#

Thank you sir

dusk glen
#

Using my photos fr fr

odd saddle
#

Sometimes I wish we could move our attachments forward or back across the rails would be very nice

dreamy raft
#

Yeah like in Ground Branch would be very nice

spice elk
#

Me too

unborn sky
#

Why's it not possible ?

spice elk
#

It is

unborn sky
#

Oh okay lol

#

It seems to be possible to animate the slot_optics through proc anim, that's why I was wondering

spice elk
#

Why animate just offset the slot transform, swapping the handguard between block 2 and fsp does it to the lasers

unborn sky
#

Fair, that's just what I thought of. meowtrash

odd saddle
cloud cedar
#

Bacon the sight is absolutely godly my dude 💪🏼

oblique fjord
#

If it’s possible what is the issue, lack of consistency between modders rail placement locations?

spice elk
#

yes but also I would like to make it consistent for my weapons and optics

narrow berry
sacred lagoon
spice elk
#

space? jump button?

jaunty anchor
sacred lagoon
#

Rog. Thanks man. I have some server questions if you have the time to help a guy out?

jaunty anchor
spice elk
#

no sorry, but maybe I'll try it now I need a break from coding

spice elk
#

I moved it a little back on m4 and forward on m110

#

also changed the reflex sight in ris laser attachments so it can now be moved around hopefully

jaunty anchor
#

Thank you man. My OCD is at rest.

I still hold out hope for the CAR-15/Colt stock for the M4 packs 🙂

cloud cedar
#

@spice elk weird question if I wanted a mod made weapon wise would you be able to assist? Don't wanna intrude just curious how that's done.

spice elk
kindred cradle
uncut atlas
kindred cradle
#

working pretty well in a full server lol

spring blade
#

How do I actually control the parachute?

spice elk
#

movement keys, or stick, whatever

spring blade
#

I tried that but I’m just falling slowly and I’m not grabbing the handles.

And when I touch down, I go unconscious or die

spice elk
#

Idk it works for me man

#

There are no animations obviously,but you should be able to steer left and right and slow down or speed up. Also wind affects your speed

finite shadow
#

Hey bacon, regarding your magnifier stuff, is there a call that could be plugged in the workspace to animate the hand when it flips? I am not asking for you to make the animation, but if there is a call/signal that can plug in and pull from to trigger one.

sacred lagoon
spice elk
odd saddle
spice elk
#

will update parachute soon, NEW behavior:

  • less downward speed when accelerating
  • movement BACK now acts more like a brake (slows down)
  • pressing neither movement forward nor back acts like previous back (reduces downward velocity)
  • new feature: yeeting
formal swallow
#

Oh my I love the yeeting feature

spice elk
formal swallow
#

Oh Jesus haha😂

spice elk
#

in a future update I will add an indicator that will be helpful in telling you the probability of yeet, this will probably be an audio cue in form of wind noise, if its loud you die

#

until then you must become proficient in landing without it

finite shadow
#

Anyone working on anims for your mod?

spice elk
#

no, waste of time to attempt it currently

#

there is no way that I know of to play an arbitrary animation or force a pose on the falling character (and keep inputs and movement), I would have to rewrite the mod into spawning a fake vehicle to have a pose which is just stupid

rare wasp
#

Do you think in the future you can give us the ability to shoot from the parachute?

spice elk
#

no, for two reasons:

  1. suggestions and feature requests are spam, please do not spam the thread (unless requested)
  2. the amount of work necessary to do this is too high for me to even think about undertaking
kindred cradle
#

A++ updates

spice elk
#

@kindred cradle what rizz

kindred cradle
#

wait how many react ones do you have lol

spice elk
#

yes

nimble sluice
#

It annoys me that they're not in order

spice elk
#

I need a spinning rizz one

nimble sluice
#

More than one

kindred cradle
lunar pecan
#

What about powerpoint transition rizz that slowly moves into picture for sliding into people's DMs aviator

spice elk
#

sounds like too much effort hyperspinrizz

lunar pecan
#

Fair

proven grail
nimble sluice
#

Back in my days only battlefield had that

severe olive
#

I gotta learn how to make mods 😂

spice elk
#

vanilla guns dont jam in this game, you need jam mods for them to jam

ebon mesa
#

Bacon, the magnifiers…

#

chefs kiss

spice elk
#

everything I make is fire

nimble sluice
#

Sometimes literally

fleet grail
#

Flamethrower mod wen

spice elk
fleet grail
#

Yeah that'll do it

oak parrot
quartz python
#

Fax

glass dirge
#

If vehicle damage was a little more advanced thermite grenades could work, although the c4 in exp does essentially the same thing just louder

odd saddle
limber shadow
#

@spice elk hey man I just want to say thank you for making such great mods. I co-own a milsim and we use almost all your mods and we love them!

ancient hill
glad stump
spice elk
#

ill make all my mods depend on all my mods

cloud cedar
#

Bacon on top

keen schooner
wooden pendant
#

Threw trial and error I managed to complete a successful AI parachute drop from a helicopter, compliments to bacons para mod

spice elk
keen schooner
#

Noooo😭😭

keen rose
#

Pure evil

loud sequoia
orchid hemlock
#

What is ArmaRerizzer

spice elk
#

have a look at the description of the mod

orchid hemlock
#

Nevermind got on my pc to check it out and wtf lol

ripe mason
#

Sugetion make a 7.62 uper/lower for your guns it would be cool

sturdy sedge
#

bacon would you ever add an option or a mod that just uses the bacon loudout editor but only an option to get into the weapon screen , without the rest? so it could be used for other things then just gearing up for conflict ? . or like an option on the gun that opens that screen to mod it on the go instead of the base game way

spice elk
#

Friendly reminder that random unsolicited modding suggestions and feature requests are annoying and not appreciated

sturdy sedge
#

k its just a question ...

spice elk
sturdy sedge
#

its a suggestion that no other person has asked you yet so i dont see why it isnt a valid question

spice elk
#

I don't remember asking for suggestions recently therefore it is spam

sturdy sedge
#

okey am i allowed to modify it myself then ?

spice elk
#

If you can do it without infringing on the license, yes

sturdy sedge
#

cool thanks

potent venture
spice elk
#

I can think of better ways to remove the mod from every server

potent venture